Community Ideas: Diplomacy Flavors for AI Leaders

I don't quite follow why Dandolo has maximum warmonger hate, considering he was a bit of one himself (declared war on Zara not long after he was elected Doge, the entire 4th Crusade snafu).

Because of his unique abilities. He has a significantly more difficult time defending himself against warmongers than the typical AI because he only has his capital with which to produce units, and his focus on trade deals, trade routes, and gold generation make warmongers a major threat to him.

This also ensures he gets the highest anti-warmonger fervor combat bonus, and AI Venice could use the help.
 
Gonna chuck in my suggestions just before the deadline coz that's how I roll.:rotfl:

Dido (Carthage)
Imo Carthage should be quite balanced. With notable exception of high Boldness since they like to expand (bonuses to new cities) and high loyalty since they want to make friends they can trade with.

Spoiler :

War Approach: 7/10
Hostile Approach: 4/10
Deceptive Approach: 2/10
Guarded Approach: 5/10
Afraid Approach: 2/10
Friendly Approach: 6/10
Neutral Approach: 5/10

Victory Competitiveness: 5/10
Wonder Competitiveness: 4/10
Minor Civ Competitiveness: 4/10
Boldness: 9/10
Diplo Balance: 5/10
Warmonger Hate: 6/10
Denounce Willingness: 4/10
DoF Willingness: 6/10
Loyalty: 9/10
Neediness: 6/10
Forgiveness: 4/10
Meanness: 3/10

Ignore City-State: 5/10
Friendly/Protect City-State: 5/10
Bully City-State: 5/10
Conquer City-State: 5/10


Elizabeth (England)
When you play England everybody hates you for spying on them anyways so might as well hate them all back.
Spoiler :

War Approach: 8/10
Hostile Approach: 8/10
Deceptive Approach: 8/10
Guarded Approach: 7/10
Afraid Approach: 4/10
Friendly Approach: 4/10
Neutral Approach: 2/10

Victory Competitiveness: 5/10
Wonder Competitiveness: 4/10
Minor Civ Competitiveness: 8/10
Boldness: 7/10
Diplo Balance: 8/10
Warmonger Hate: 4/10
Denounce Willingness: 7/10
DoF Willingness: 6/10
Loyalty: 3/10
Neediness: 3/10
Forgiveness: 5/10
Meanness: 8/10

Ignore City-State: 2/10
Friendly/Protect City-State: 9/10
Bully City-State: 4/10
Conquer City-State: 7/10


Enrico Dandolo (Venice)
It actually is possible to play Venice as a good civ for war but I guess this doesn't really work so well for AIs so we're going with very friendly. Adding in very competitive for some flavor as well.
Spoiler :

War Approach: 2/10
Hostile Approach: 2/10
Deceptive Approach: 7/10
Guarded Approach: 5/10
Afraid Approach: 6/10
Friendly Approach: 9/10
Neutral Approach: 3/10

Victory Competitiveness: 8/10
Wonder Competitiveness: 9/10
Minor Civ Competitiveness: 9/10
Boldness: 1/10
Diplo Balance: 10/10
Warmonger Hate: 12/10 (always maximum)
Denounce Willingness: 8/10
DoF Willingness: 8/10
Loyalty: 2/10
Neediness: 4/10
Forgiveness: 6/10
Meanness: 6/10

Ignore City-State: 0/10
Friendly/Protect City-State: 9/10
Bully City-State: 1/10
Conquer City-State: 5/10


Gajah Mada (Indonesia)
Quite aggressive and expansive but not quite full warmonger.
Spoiler :

War Approach: 8/10
Hostile Approach: 8/10
Deceptive Approach: 7/10
Guarded Approach: 7/10
Afraid Approach: 5/10
Friendly Approach: 4/10
Neutral Approach: 5/10

Victory Competitiveness: 3/10
Wonder Competitiveness: 3/10
Minor Civ Competitiveness: 1/10
Boldness: 9/10
Diplo Balance: 2/10
Warmonger Hate: 2/10
Denounce Willingness: 6/10
DoF Willingness: 3/10
Loyalty: 3/10
Neediness: 1/10
Forgiveness: 5/10
Meanness: 6/10

Ignore City-State: 5/10
Friendly/Protect City-State: 2/10
Bully City-State: 7/10
Conquer City-State: 8/10


Gandhi (India)
Though again, you can play them well by warring, I guess we are going fully nice with them.
Spoiler :

War Approach: 1/10
Hostile Approach: 3/10
Deceptive Approach: 2/10
Guarded Approach: 6/10
Afraid Approach: 6/10
Friendly Approach: 10/10
Neutral Approach: 4/10

Victory Competitiveness: 4/10
Wonder Competitiveness: 6/10
Minor Civ Competitiveness: 2/10
Boldness: 1/10
Diplo Balance: 8/10
Warmonger Hate: 12/10 (always maximum)
Denounce Willingness: 5/10
DoF Willingness: 9/10
Loyalty: 7/10
Neediness: 9/10
Forgiveness: 3/10
Meanness: 1/10

Ignore City-State: 7/10
Friendly/Protect City-State: 7/10
Bully City-State: 1/10
Conquer City-State: 1/10


Genghis Khan (Mongolia)

Massive warmonger, not particularly cruel though
Spoiler :

War Approach: 10/10
Hostile Approach: 6/10
Deceptive Approach: 3/10
Guarded Approach: 8/10
Afraid Approach: 3/10
Friendly Approach: 3/10
Neutral Approach: 6/10

Victory Competitiveness: 5/10
Wonder Competitiveness: 1/10
Minor Civ Competitiveness: 1/10
Boldness: 10/10
Diplo Balance: 1/10
Warmonger Hate: 3/10
Denounce Willingness: 5/10
DoF Willingness: 5/10
Loyalty: 8/10
Neediness: 1/10
Forgiveness: 4/10
Meanness: 3/10

Ignore City-State: 1/10
Friendly/Protect City-State: 2/10
Bully City-State: 10/10
Conquer City-State: 6/10


Gustavus Adolphus (Sweden)
Just loves warring, will do it to anyone for any reason.
Spoiler :

War Approach: 10/10
Hostile Approach: 6/10
Deceptive Approach: 9/10
Guarded Approach: 5/10
Afraid Approach: 1/10
Friendly Approach: 2/10
Neutral Approach: 3/10

Victory Competitiveness: 8/10
Wonder Competitiveness: 6/10
Minor Civ Competitiveness: 4/10
Boldness: 9/10
Diplo Balance: 1/10
Warmonger Hate: 6/10
Denounce Willingness: 9/10
DoF Willingness: 2/10
Loyalty: 2/10
Neediness: 4/10
Forgiveness: 4/10
Meanness: 9/10

Ignore City-State: 5/10
Friendly/Protect City-State: 2/10
Bully City-State: 5/10
Conquer City-State: 10/10


Haile Selassie (Ethiopia)
Very Defensive, hates warmongers and doesn't forgive them.
Spoiler :

War Approach: 2/10
Hostile Approach: 7/10
Deceptive Approach: 2/10
Guarded Approach: 9/10
Afraid Approach: 5/10
Friendly Approach: 6/10
Neutral Approach: 4/10

Victory Competitiveness: 5/10
Wonder Competitiveness: 8/10
Minor Civ Competitiveness: 6/10
Boldness: 2/10
Diplo Balance: 10/10
Warmonger Hate: 10/10
Denounce Willingness: 7/10
DoF Willingness: 4/10
Loyalty: 10/10
Neediness: 7/10
Forgiveness: 2/10
Meanness: 2/10

Ignore City-State: 6/10
Friendly/Protect City-State: 6/10
Bully City-State: 1/10
Conquer City-State: 1/10


Harald Bluetooth (Denmark)
Loves warring but likes to have a reason and friends as well (kind of a flavor thing).
Spoiler :

War Approach: 9/10
Hostile Approach: 7/10
Deceptive Approach: 7/10
Guarded Approach: 3/10
Afraid Approach: 3/10
Friendly Approach: 7/10
Neutral Approach: 2/10

Victory Competitiveness: 5/10
Wonder Competitiveness: 4/10
Minor Civ Competitiveness: 5/10
Boldness: 10/10
Diplo Balance: 8/10
Warmonger Hate: 4/10
Denounce Willingness: 6/10
DoF Willingness: 6/10
Loyalty: 6/10
Neediness: 6/10
Forgiveness: 6/10
Meanness: 5/10

Ignore City-State: 1/10
Friendly/Protect City-State: 3/10
Bully City-State: 5/10
Conquer City-State: 8/10


Harun al-Rashid (Arabia)
Lots of Wonder competing and ofc hates warmongers also.
Spoiler :

War Approach: 3/10
Hostile Approach: 3/10
Deceptive Approach: 7/10
Guarded Approach: 6/10
Afraid Approach: 7/10
Friendly Approach: 7/10
Neutral Approach: 3/10

Victory Competitiveness: 6/10
Wonder Competitiveness: 10/10
Minor Civ Competitiveness: 6/10
Boldness: 4/10
Diplo Balance: 8/10
Warmonger Hate: 10/10
Denounce Willingness: 6/10
DoF Willingness: 6/10
Loyalty: 6/10
Neediness: 7/10
Forgiveness: 5/10
Meanness: 4/10

Ignore City-State: 4/10
Friendly/Protect City-State: 8/10
Bully City-State: 1/10
Conquer City-State: 1/10


Hiawatha (The Iroquois)
Quite balanced Civ again. Prepared to war if necessary.
Spoiler :

War Approach: 6/10
Hostile Approach: 5/10
Deceptive Approach:3/10
Guarded Approach: 5/10
Afraid Approach: 5/10
Friendly Approach: 6/10
Neutral Approach: 7/10

Victory Competitiveness: 5/10
Wonder Competitiveness: 4/10
Minor Civ Competitiveness: 4/10
Boldness: 7/10
Diplo Balance: 6/10
Warmonger Hate: 5/10
Denounce Willingness: 5/10
DoF Willingness: 5/10
Loyalty: 7/10
Neediness: 8/10
Forgiveness: 4/10
Meanness: 4/10

Ignore City-State: 5/10
Friendly/Protect City-State: 8/10
Bully City-State: 5/10
Conquer City-State: 6/10
 
Thank you to everyone who contributed suggestions for Group 2. As it has been one week, I am closing suggestions for Group 2. Based on the feedback you provided, I've chosen flavors for the second set of 11 leaders, which you can see here. If you have any comments on my choices or additional feedback, please feel free to reach out by private message.

For an explanation of what each flavor does, see the second post in this thread.

We are now beginning suggestions for Group 3. To keep things organized, please only submit ideas for the flavors of the civs below. The suggestions for the first group convinced me that I should revise ALL flavors for each leader including the major civ approach biases, so I will simply include a blank template below under the spoilers.

Edit: Suggestions for Group 3 are now closed as well.

Remember that flavors range between 1-10 and are modified by +/- 2 each game. So there is a 20% chance of each of the 5 outcomes occurring for each flavor in any game (e.g. 3, 4, 5, 6, 7).

The victory competitiveness flavor can range between 4-10, to prevent the AI from becoming too uncompetitive. I based my choices here mainly on how early or late the civ receives their unique bonuses.

Please include an explanation/rationale for your choices!

Note:
With Montezuma (Aztecs) I am locking his warmonger hate at -1/10, so he will always have the minimum (1/10) penalty, because he is the bloodthirstiest of all warmongers. :lol:
All other flavors are open for suggestions as usual!


Isabella (Spain)
UA:
Gaining tiles generates Faith and Gold, scaling with Era. Inquisitors are stronger, unlock earlier, and a free Inquisitor appears every time a City is conquered. May purchase Naval Units with Faith.
UI: Hacienda
UU: Conquistador
Spoiler :

War Approach: 8/10
Hostile Approach: 7/10
Deceptive Approach: 6/10
Guarded Approach: 6/10
Afraid Approach: 3/10
Friendly Approach: 5/10
Neutral Approach: 3/10

Victory Competitiveness: 8/10
Wonder Competitiveness: 5/10
Minor Civ Competitiveness: 5/10
Boldness: 9/10
Diplo Balance: 4/10
Warmonger Hate: 5/10
Denounce Willingness: 8/10
DoF Willingness: 4/10
Loyalty: 6/10
Neediness: 8/10
Forgiveness: 4/10
Meanness: 8/10

Ignore City-State: 5/10
Friendly/Protect City-State: 4/10
Bully City-State: 7/10
Conquer City-State: 8/10


Kamehameha (Polynesia)
UA:
+1 Sight when Embarked, can always Embark and move over Oceans. +2 Food from Fishing Boats and Atolls, and melee Naval Units can construct Fishing Boats. No Unhappiness from Isolation.
UI: Moai
UU: Maori Warrior
Spoiler :

War Approach: 6/10
Hostile Approach: 5/10
Deceptive Approach: 4/10
Guarded Approach: 4/10
Afraid Approach: 4/10
Friendly Approach: 9/10
Neutral Approach: 5/10

Victory Competitiveness: 7/10
Wonder Competitiveness: 7/10
Minor Civ Competitiveness: 7/10
Boldness: 7/10
Diplo Balance: 8/10
Warmonger Hate: 7/10
Denounce Willingness: 4/10
DoF Willingness: 9/10
Loyalty: 8/10
Neediness: 4/10
Forgiveness: 6/10
Meanness: 3/10

Ignore City-State: 5/10
Friendly/Protect City-State: 6/10
Bully City-State: 4/10
Conquer City-State: 2/10


Maria I (Portugal)
UA:
When a Trade Unit moves, receive 4 Science, Gold, Great Admiral Points (for Cargo Ships) and Great General Points (for Caravans), scaling with Era.
UI: Feitoria
UU: Nau
Spoiler :

War Approach: 5/10
Hostile Approach: 5/10
Deceptive Approach: 7/10
Guarded Approach: 8/10
Afraid Approach: 6/10
Friendly Approach: 4/10
Neutral Approach: 7/10

Victory Competitiveness: 6/10
Wonder Competitiveness: 4/10
Minor Civ Competitiveness: 9/10
Boldness: 4/10
Diplo Balance: 7/10
Warmonger Hate: 9/10
Denounce Willingness: 8/10
DoF Willingness: 8/10
Loyalty: 9/10
Neediness: 3/10
Forgiveness: 7/10
Meanness: 6/10

Ignore City-State: 2/10
Friendly/Protect City-State: 9/10
Bully City-State: 4/10
Conquer City-State: 3/10


Maria Theresa (Austria)
UA:
+50% rewards from City-State Quests. May arrange Marriages with Allied City-States using Gold. While at peace with the City-State, Marriages halt Influence decay, grant 1 Extra World Congress Delegate, and boost Great People generation in the Capital by 15%.
UB: Coffee House
UU: Hussar
Spoiler :

War Approach: 5/10
Hostile Approach: 4/10
Deceptive Approach: 7/10
Guarded Approach: 6/10
Afraid Approach: 4/10
Friendly Approach: 8/10
Neutral Approach: 7/10

Victory Competitiveness: 6/10
Wonder Competitiveness: 8/10
Minor Civ Competitiveness: 10/10
Boldness: 6/10
Diplo Balance: 10/10
Warmonger Hate: 10/10
Denounce Willingness: 9/10
DoF Willingness: 7/10
Loyalty: 5/10
Neediness: 8/10
Forgiveness: 6/10
Meanness: 4/10

Ignore City-State: -1/10 (always minimum)
Friendly/Protect City-State: 10/10
Bully City-State: 1/10
Conquer City-State: 1/10


Montezuma (The Aztecs)
UA:
Receive Gold and Faith for each Enemy Unit you kill. When you complete a favorable Peace Treaty (War Score of 25+), a Golden Age begins.
UB: Floating Gardens
UU: Jaguar Warrior
Spoiler :

War Approach: 10/10
Hostile Approach: 9/10
Deceptive Approach: 8/10
Guarded Approach: 4/10
Afraid Approach: 2/10
Friendly Approach: 3/10
Neutral Approach: 6/10

Victory Competitiveness: 10/10
Wonder Competitiveness: 7/10
Minor Civ Competitiveness: 3/10
Boldness: 12/10 (always maximum)
Diplo Balance: 6/10
Warmonger Hate: -1/10 (always minimum)
Denounce Willingness: 7/10
DoF Willingness: 5/10
Loyalty: 4/10
Neediness: 9/10
Forgiveness: 3/10
Meanness: 10/10

Ignore City-State: 7/10
Friendly/Protect City-State: 4/10
Bully City-State: 8/10
Conquer City-State: 10/10


Napoleon (France)
UA:
+10% Combat Strength for each subsequent attack against a single target during a turn. When you conquer a City, gain Great Writer/Artist/Musician Points in Capital and a temporary boost to Culture and Production in all Cities.
UI: Chateau
UU: Musketeer
Spoiler :

War Approach: 9/10
Hostile Approach: 4/10
Deceptive Approach: 8/10
Guarded Approach: 5/10
Afraid Approach: 3/10
Friendly Approach: 6/10
Neutral Approach: 5/10

Victory Competitiveness: 10/10
Wonder Competitiveness: 9/10
Minor Civ Competitiveness: 5/10
Boldness: 8/10
Diplo Balance: 5/10
Warmonger Hate: 3/10
Denounce Willingness: 8/10
DoF Willingness: 7/10
Loyalty: 4/10
Neediness: 7/10
Forgiveness: 8/10
Meanness: 6/10

Ignore City-State: 5/10
Friendly/Protect City-State: 5/10
Bully City-State: 8/10
Conquer City-State: 7/10


Nebuchadnezzar II (Babylon)
UA:
Receive a Free Great Scientist when you discover Writing, and Great Scientists are earned 50% faster than normal. Investing Gold in buildings reduces their Production cost by an additional 15%.
UB: Walls of Babylon
UU: Bowman
Spoiler :

War Approach: 3/10
Hostile Approach: 5/10
Deceptive Approach: 2/10
Guarded Approach: 7/10
Afraid Approach: 4/10
Friendly Approach: 5/10
Neutral Approach: 10/10

Victory Competitiveness: 5/10
Wonder Competitiveness: 8/10
Minor Civ Competitiveness: 7/10
Boldness: 5/10
Diplo Balance: 9/10
Warmonger Hate: 8/10
Denounce Willingness: 5/10
DoF Willingness: 3/10
Loyalty: 8/10
Neediness: 2/10
Forgiveness: 5/10
Meanness: 7/10

Ignore City-State: 3/10
Friendly/Protect City-State: 7/10
Bully City-State: 5/10
Conquer City-State: 1/10


Oda Nobunaga (Japan)
UA:
+1 Culture and Faith from Defense and Military Training Buildings. When a Great Admiral or Great General is born, receive Great Artist, Writer and Musician Points in your Capital.
UB: Dojo
UU: Samurai
Spoiler :

War Approach: 9/10
Hostile Approach: 8/10
Deceptive Approach: 8/10
Guarded Approach: 7/10
Afraid Approach: 3/10
Friendly Approach: 4/10
Neutral Approach: 6/10

Victory Competitiveness: 9/10
Wonder Competitiveness: 7/10
Minor Civ Competitiveness: 6/10
Boldness: 6/10
Diplo Balance: 2/10
Warmonger Hate: 5/10
Denounce Willingness: 6/10
DoF Willingness: 6/10
Loyalty: 2/10
Neediness: 7/10
Forgiveness: 1/10
Meanness: 10/10

Ignore City-State: 5/10
Friendly/Protect City-State: 4/10
Bully City-State: 5/10
Conquer City-State: 8/10


Pacal (The Maya)
UA:
After researching Mathematics, receive a bonus Great Person at the end of every Maya Long Count cycle (every 394 years). Each bonus Great Person can only be chosen once.
UI: Kuna
UU: Atlatlist
Spoiler :

War Approach: 6/10
Hostile Approach: 5/10
Deceptive Approach: 5/10
Guarded Approach: 6/10
Afraid Approach: 2/10
Friendly Approach: 6/10
Neutral Approach: 9/10

Victory Competitiveness: 7/10
Wonder Competitiveness: 9/10
Minor Civ Competitiveness: 6/10
Boldness: 7/10
Diplo Balance: 7/10
Warmonger Hate: 6/10
Denounce Willingness: 6/10
DoF Willingness: 7/10
Loyalty: 6/10
Neediness: 5/10
Forgiveness: 6/10
Meanness: 7/10

Ignore City-State: 5/10
Friendly/Protect City-State: 5/10
Bully City-State: 5/10
Conquer City-State: 5/10


Pachacuti (The Inca)
UA:
Units ignore terrain costs when on Hills and may cross Mountains. Cities, Roads, and Railroads may be built on Mountains, and Mountains produce Science, Gold and Food, scaling with Era.
UI: Terrace Farm
UU: Slinger
Spoiler :

War Approach: 5/10
Hostile Approach: 7/10
Deceptive Approach: 5/10
Guarded Approach: 4/10
Afraid Approach: 1/10
Friendly Approach: 7/10
Neutral Approach: 7/10

Victory Competitiveness: 8/10
Wonder Competitiveness: 6/10
Minor Civ Competitiveness: 6/10
Boldness: 9/10
Diplo Balance: 4/10
Warmonger Hate: 7/10
Denounce Willingness: 6/10
DoF Willingness: 4/10
Loyalty: 7/10
Neediness: 5/10
Forgiveness: 5/10
Meanness: 7/10

Ignore City-State: 5/10
Friendly/Protect City-State: 5/10
Bully City-State: 5/10
Conquer City-State: 5/10


Pedro II (Brazil)
UA:
When a Golden Age begins, 40% of Golden Age Points convert into Gold and Tourism, and Cities gain 10 turns of Carnival. +25% Culture and -50% Unhappiness from Needs during Carnival.
UI: Brazilwood Camp
UU: Bandeirantes
Spoiler :

War Approach: 2/10
Hostile Approach: 4/10
Deceptive Approach: 6/10
Guarded Approach: 7/10
Afraid Approach: 6/10
Friendly Approach: 10/10
Neutral Approach: 8/10

Victory Competitiveness: 4/10
Wonder Competitiveness: 10/10
Minor Civ Competitiveness: 7/10
Boldness: 3/10
Diplo Balance: 10/10
Warmonger Hate: 10/10
Denounce Willingness: 8/10
DoF Willingness: 10/10
Loyalty: 9/10
Neediness: 8/10
Forgiveness: 3/10
Meanness: 2/10

Ignore City-State: 5/10
Friendly/Protect City-State: 7/10
Bully City-State: 4/10
Conquer City-State: 1/10


Suggestions for Group 4 will begin on February 16th, at which time suggestions for Group 3 will close.
 
Last edited:
Third batch here. Waited a bit to let other people give their opinion and not be the kid in class who participates so much that nobody else wants to participate, but four days after here I am ! :D

Spoiler I speak thy name, number mass ! :

Spoiler Isabella :

Isabella (Spain)

Isabella, and through her, Reconquista/Conquista Spain, would want to expand as much as possible, through war or settlements, sometimes too much. Historically, the drive of the Reconquista was, after the fall of Grenada, immedialty utilized to reinforce expansion efforts at see and, quickly after, in the Americas, for economical, religious and military reasons : the Spanish society had been molded so much by the ideas of the Reconquista that simply abandonning them after the retaking of the entire peninsula was impossible, and retargeting this drive towards the exterior was thus quite logical.

As such, high boldness, war approach and VComp. are to be expected, but also high neediness and meanness and the will to conquer CStates to always expand more.

War Approach: 8/10
Hostile Approach: 7/10
Deceptive Approach: 5/10
Guarded Approach: 6/10
Afraid Approach: 3/10
Friendly Approach: 5/10
Neutral Approach: 3/10

Victory Competitiveness: 8/10
Wonder Competitiveness: 5/10
Minor Civ Competitiveness: 5/10
Boldness: 9/10
Diplo Balance: 6/10
Warmonger Hate: 7/10
Denounce Willingness: 7/10
DoF Willingness: 4/10
Loyalty: 7/10
Neediness: 8/10
Forgiveness: 4/10
Meanness: 8/10

Ignore City-State: 5/10
Friendly/Protect City-State: 4/10
Bully City-State: 7/10
Conquer City-State: 8/10


Spoiler Kamehameha :

Kamehameha (Polynesia)

As the unifier of the Hawaiian Islands, Kamehameha saw during his long life his fair share of fighting and plots This, combined with the ability for Polynesia to expand further than other civs motivated me to give him a bit of a conqueror edge (but not that much) with a more friendly approach elsewhere : as such, he would be willing to expand when possible, but knows when to create friendly relations when needed. Finally, his high diplo balance means that he will have a more culture-focused mindset, which synergizes with his unique "wide-tourism" playstyle towards the end of the game.

War Approach: 7/10
Hostile Approach: 5/10
Deceptive Approach: 4/10
Guarded Approach: 4/10
Afraid Approach: 4/10
Friendly Approach: 7/10
Neutral Approach: 5/10

Victory Competitiveness: 8/10
Wonder Competitiveness: 6/10
Minor Civ Competitiveness: 5/10
Boldness: 7/10
Diplo Balance: 7/10
Warmonger Hate: 5/10
Denounce Willingness: 6/10
DoF Willingness: 7/10
Loyalty: 7/10
Neediness: 4/10
Forgiveness: 5/10
Meanness: 3/10

Ignore City-State: 5/10
Friendly/Protect City-State: 5/10
Bully City-State: 5/10
Conquer City-State: 5/10


Spoiler Maria I :

Maria I (Portugal)

Although having led a very interesting life, Maria I's reign is difficult to translate into diplomacy flavors. As such, even though I tried to give some specific characteristics to her (high loyalty, guarded approach and very high warmonger hate), most of it is link more directly to the civ's playstyle (very high minor civ comp. and willingness to befriend/protect CS).

War Approach: 5/10
Hostile Approach: 5/10
Deceptive Approach: 7/10
Guarded Approach: 8/10
Afraid Approach: 5/10
Friendly Approach: 4/10
Neutral Approach: 6/10

Victory Competitiveness: 6/10
Wonder Competitiveness: 5/10
Minor Civ Competitiveness: 9/10
Boldness: 5/10
Diplo Balance: 7/10
Warmonger Hate: 9/10
Denounce Willingness: 8/10
DoF Willingness: 5/10
Loyalty: 7/10
Neediness: 5/10
Forgiveness: 4/10
Meanness: 6/10

Ignore City-State: 2/10
Friendly/Protect City-State: 9/10
Bully City-State: 5/10
Conquer City-State: 3/10


Spoiler Maria Theresa :

Maria Theresa (Austria)

What a fascinating reign Maria Theresa had : forced into some of the bloodiest conflicts of the XVIIIth, she not only maintained her power but strenghtened it through diplomacy and reforms, and became one of the most prominent figures in the history of the European monarchic system thanks to how she used it to place her children in posititions of power throughout the continent.

All of this, mixed with the Austrian kit, means two things : even though she is a diplomatic civ, she shouldn't be meek (so a bit higher boldness than expected), and keeping CS alive and nurturing them is of utmost important for her. Thus, she should never ignore CS and be very competitive about them. For the rest, she has more classical "diplomatic civ" flavors, like high deceptive and friendly approach and very high diplo balance.

War Approach: 5/10
Hostile Approach: 4/10
Deceptive Approach: 7/10
Guarded Approach: 6/10
Afraid Approach: 3/10
Friendly Approach: 8/10
Neutral Approach: 7/10

Victory Competitiveness: 6/10
Wonder Competitiveness: 7/10
Minor Civ Competitiveness: 10/10
Boldness: 6/10
Diplo Balance: 10/10
Warmonger Hate: 7/10
Denounce Willingness: 8/10
DoF Willingness: 7/10
Loyalty: 5/10
Neediness: 6/10
Forgiveness: 5/10
Meanness: 6/10

Ignore City-State: -1/10
Friendly/Protect City-State: 10/10
Bully City-State: 1/10
Conquer City-State: 3/10


Spoiler Montezuma :

Montezuma (The Aztecs)

Bully man, bully man. Does whatever an Jaguar can ! ♪♪

Quite run of the mill conqueror/bully style, but with some elements to complement the Aztec kit : very high VComp. because his power spike comes very early and so he needs a bit of adrenaline for the end game, middle diplo balance because the Aztecs want to peace out as soon as possible when winnin a war to obtain the GAge. Will to bully and conquer CStates to kill more units. As for Montezuma himself, he should never be afraid and have very high neediness and meanness (Flower wars).

War Approach: 10/10
Hostile Approach: 9/10
Deceptive Approach: 4/10
Guarded Approach: 5/10
Afraid Approach: 1/10
Friendly Approach: 5/10
Neutral Approach: 3/10

Victory Competitiveness: 10/10
Wonder Competitiveness: 6/10
Minor Civ Competitiveness: 5/10
Boldness: 10/10
Diplo Balance: 6/10
Warmonger Hate: -1/10
Denounce Willingness: 7/10
DoF Willingness: 4/10
Loyalty: 5/10
Neediness: 9/10
Forgiveness: 4/10
Meanness: 9/10

Ignore City-State: 5/10
Friendly/Protect City-State: 6/10
Bully City-State: 8/10
Conquer City-State: 8/10


Spoiler Napoleon :

Napoleon (France)

La Victoire en chantant nous ouvre la barrière ! ♪♪

More seriously, the problem I have here is that the current French UA needs to be used by a warmongering-focused player to be really useful, but it may be changed quite soon into something more balanced (in term of playstyle and power). Thus, even though I gave Napoleon the flavors to be an agressive player, he should also have high wonder competitiveness and middle diplo balance and warmonger hate to be able to go toward a more tourism-focused playstyle if needed.

If the current UA is made to last, then this kit should be changed to be more overtly aggressive.

War Approach: 8/10
Hostile Approach: 6/10
Deceptive Approach: 7/10
Guarded Approach: 6/10
Afraid Approach: 4/10
Friendly Approach: 5/10
Neutral Approach: 5/10

Victory Competitiveness: 8/10
Wonder Competitiveness: 8/10
Minor Civ Competitiveness: 5/10
Boldness: 8/10
Diplo Balance: 5/10
Warmonger Hate: 5/10
Denounce Willingness: 7/10
DoF Willingness: 6/10
Loyalty: 5/10
Neediness: 7/10
Forgiveness: 5/10
Meanness: 6/10

Ignore City-State: 5/10
Friendly/Protect City-State: 5/10
Bully City-State: 7/10
Conquer City-State: 6/10


Spoiler Nebuchadnezzar II :

Nebuchadnezzar II (Babylon)

Although a Mesopotamian conqueror, Nebuchadnezzar's reign was also one of construction and reconstruction of Babylonian splendor. This, mixed with the very high science focus of the civ, meant that diplo balance, warmonger hate (to gain the "scientist" diplo personality) and victory competitiveness are to be expected, but only middling boldness. That, added to the high wonder competitiveness and neutral approach means that this civ will try to focus on its strength (scientific turtling). The high friendly/protect CS means that the civ will try to gain some CS alliances, mostly because it helps balance out its kit, gives additionnal science and synergizes well with the high amount of gold the "investment" part of its kit requires to work well.

War Approach: 6/10
Hostile Approach: 5/10
Deceptive Approach: 6/10
Guarded Approach: 7/10
Afraid Approach: 4/10
Friendly Approach: 5/10
Neutral Approach: 8/10

Victory Competitiveness: 9/10
Wonder Competitiveness: 7/10
Minor Civ Competitiveness: 5/10
Boldness: 6/10
Diplo Balance: 9/10
Warmonger Hate: 8/10
Denounce Willingness: 7/10
DoF Willingness: 6/10
Loyalty: 6/10
Neediness: 5/10
Forgiveness: 3/10
Meanness: 6/10

Ignore City-State: 3/10
Friendly/Protect City-State: 7/10
Bully City-State: 3/10
Conquer City-State: 3/10


Spoiler Oda Nobunaga :

Oda Nobunaga (Japan)

One thing that has always bothered me with how Oda Nobunaga was represented in Civ V is how stereotypical of the "honorable samurai" image it is, even though Oda Nobunaga himself was a far more complexe character (to the point I called this representation of him "Samurai X" in my group of friends). His life is quite representative of the Sengoku period : endless warfare, plotting and struggle, which could have explained the mix of machiavelian pragmatism and ruthless cruelty (hence his maximal Meanness ; see his campaign against the Ikko-Ikki) he used during his campaigns, but also the will to adopt new methods (new firearm tactics, in which Nobunaga was particularly innovative) and see beyond the petty struggles Japan saw during this period. Even though he never saw a fully unified Japan, having been betrayed and killed by a retainer (hence his minimal Forgiveness), his actions paved the way for the next unifiers (Hideyoshi and Ieyasu) in the next decades.

Because of this, and how the Japanese kit thrives on continuous conflict where the civ can slowly but surely gain the edge, I gave him a very warmonger-focused profile with an unfriendly diplomatic approach. As for his Boldness of 6, I justify it by the fact Japan needs to be fully prepared to be a real power on the battlefield, and so shouldn't engage in dangerous warfare on a whim early.

War Approach: 9/10
Hostile Approach: 8/10
Deceptive Approach: 8/10
Guarded Approach: 7/10
Afraid Approach: 3/10
Friendly Approach: 5/10
Neutral Approach: 5/10

Victory Competitiveness: 8/10
Wonder Competitiveness: 7/10
Minor Civ Competitiveness: 6/10
Boldness: 6/10
Diplo Balance: 2/10
Warmonger Hate: 5/10
Denounce Willingness: 6/10
DoF Willingness: 6/10
Loyalty: 4/10
Neediness: 7/10
Forgiveness: 1/10
Meanness: 10/10

Ignore City-State: 5/10
Friendly/Protect City-State: 5/10
Bully City-State: 5/10
Conquer City-State: 7/10


Spoiler Pacal :

Pacal (The Maya)

Mostly known for the monuments built during his reign, Pacal also led several wars against neighbouring powers and so should be capable of aggressive actions when needed (even more when his kit provides interesting tools for warmongers, as I often like to show). As such, he should be willing to be a true generalist but with a more dynamic profile (so high boldness and diplo balance).

N.B. : Because of his position, him being afraid would be quite out of character (plus, read his dialogue : are these the lines of a man afraid of death ?).

War Approach: 6/10
Hostile Approach: 5/10
Deceptive Approach: 7/10
Guarded Approach: 6/10
Afraid Approach: 2/10
Friendly Approach: 6/10
Neutral Approach: 7/10

Victory Competitiveness: 8/10
Wonder Competitiveness: 9/10
Minor Civ Competitiveness: 5/10
Boldness: 7/10
Diplo Balance: 7/10
Warmonger Hate: 6/10
Denounce Willingness: 6/10
DoF Willingness: 5/10
Loyalty: 5/10
Neediness: 7/10
Forgiveness: 4/10
Meanness: 7/10

Ignore City-State: 5/10
Friendly/Protect City-State: 5/10
Bully City-State: 5/10
Conquer City-State: 5/10


Spoiler Pachacuti :

Pachacuti (The Inca)

As both a statesman and a conqueror, Pachacuti presents an interesting profile : his kit gears him toward a generalist playstyle (but with expansion within his favourite biome) and the ability to resist well foreign aggression, but not much toward being a warmongering powerhouse.
As such, I chose to give him middle war approach, but very high boldness and minimal afraid approach. For the rest, he is more friendly and loyal than other expansionists, but is middle-of-the-road elsewhere.

War Approach: 6/10
Hostile Approach: 5/10
Deceptive Approach: 4/10
Guarded Approach: 4/10
Afraid Approach: 1/10
Friendly Approach: 7/10
Neutral Approach: 4/10

Victory Competitiveness: 9/10
Wonder Competitiveness: 6/10
Minor Civ Competitiveness: 6/10
Boldness: 9/10
Diplo Balance: 6/10
Warmonger Hate: 5/10
Denounce Willingness: 6/10
DoF Willingness: 4/10
Loyalty: 7/10
Neediness: 5/10
Forgiveness: 5/10
Meanness: 4/10

Ignore City-State: 5/10
Friendly/Protect City-State: 5/10
Bully City-State: 5/10
Conquer City-State: 5/10


Spoiler Pedro II :

Pedro II (Brazil)

To finish, because Brazil is an end game-focused civ which thrive in being left undisturbed, I think giving Pedro II peace-oriented AI flavors is logical, even more so when the historical character clearly goes well with a "cultural/scientific" diplomatic profile.

War Approach: 3/10
Hostile Approach: 4/10
Deceptive Approach:6/10
Guarded Approach: 7/10
Afraid Approach: 4/10
Friendly Approach: 7/10
Neutral Approach: 8/10

Victory Competitiveness: 6/10
Wonder Competitiveness: 7/10
Minor Civ Competitiveness: 5/10
Boldness: 5/10
Diplo Balance: 10/10
Warmonger Hate: 9/10
Denounce Willingness: 7/10
DoF Willingness: 7/10
Loyalty: 8/10
Neediness: 6/10
Forgiveness: 4/10
Meanness: 6/10

Ignore City-State: 7/10
Friendly/Protect City-State: 6/10
Bully City-State: 4/10
Conquer City-State: 5/10

 
Last edited:
Those are very good numbers, but I feel like Maria I should have a higher war approach. Why is her approach for war lower than Nebuchadnezzar, when her UA gives GG and GA points, and Neb has less war bonuses?
Also, Kamehameha is CV focused, and while he has a (imo pretty strong but overlooked) UU and a UA that gives defensive bonuses, it's a much more defensive than aggressive kit. But I think he should still be expanding his close borders. So I would keep a high boldness but reduce the war approach to 6. This would still give him a war edge, especially for expanding, but after a certain point he should stop to focus on CV, and even early he should focus on Moai and settlers more than war (at least in most cases).

The rest seem really good.
 
Sorry for the delay in getting back to this thread, life's been busy for me. I was also hoping for more contributors, but oh well. :) As a result of my delayed response, I'll extend the deadline for the last group to the end of the month, February 28th.

Suggestions for Group 3 are now closed, but you can still make suggestions by DM. Based on the suggestions given, I have chosen flavors for the 11 AI leaders, which I have posted here. The final group of AI leaders, Group 4, is now open for suggestions. A blank template is provided below.

For an explanation of what each flavor does, see the second post of this thread.

Remember that flavors range between 1-10 and are modified by +/- 2 each game. So there is a 20% chance of each of the 5 outcomes occurring for each flavor in any game (e.g. 3, 4, 5, 6, 7).

The victory competitiveness flavor can range between 4-10, to prevent the AI from becoming too uncompetitive. I based my choices here mainly on how early or late the civ receives their unique bonuses.

Please include an explanation/rationale for your choices!

Pocatello (The Shoshone)
UA:
Founded Cities start with additional territory, and Land Units receive a combat bonus when fighting within their own territory. All Recon Units can choose rewards from Ancient Ruins.
UI: Encampment
UU: Comanche Riders
Spoiler :

War Approach: 4/10
Hostile Approach: 4/10
Deceptive Approach: 5/10
Guarded Approach: 8/10
Afraid Approach: 3/10
Friendly Approach: 6/10
Neutral Approach: 9/10

Victory Competitiveness: 9/10
Wonder Competitiveness: 3/10
Minor Civ Competitiveness: 7/10
Boldness: 9/10
Diplo Balance: 5/10
Warmonger Hate: 8/10
Denounce Willingness: 7/10
DoF Willingness: 5/10
Loyalty: 9/10
Neediness: 6/10
Forgiveness: 2/10
Meanness: 5/10

Ignore City-State: 3/10
Friendly/Protect City-State: 8/10
Bully City-State: 7/10
Conquer City-State: 3/10


Ramesses II (Egypt)
UA:
+20% Production towards Wonders (+40% during Golden Ages). Artifacts gain +5 Science and Culture, and Landmarks gain +5 Gold and Tourism.
UB: Burial Tomb
UU: War Chariot
Spoiler :

War Approach: 4/10
Hostile Approach: 8/10
Deceptive Approach: 6/10
Guarded Approach: 8/10
Afraid Approach: 4/10
Friendly Approach: 5/10
Neutral Approach: 9/10

Victory Competitiveness: 9/10
Wonder Competitiveness: 12/10 (always maximum)
Minor Civ Competitiveness: 5/10
Boldness: 4/10
Diplo Balance: 8/10
Warmonger Hate: 8/10
Denounce Willingness: 8/10
DoF Willingness: 3/10
Loyalty: 5/10
Neediness: 9/10
Forgiveness: 4/10
Meanness: 8/10

Ignore City-State: 5/10
Friendly/Protect City-State: 5/10
Bully City-State: 8/10
Conquer City-State: 4/10


Ramkhamhaeng (Siam)
UA:
Influence with City-States starts at 40. Yields from Friendly and Allied City-States increased by 75%. +25% to Combat Strength of Allied City-State Capitals. +10 Experience to Units gifted by City-States.
UB: Wat
UU: Naresuan's Elephant
Spoiler :

War Approach: 5/10
Hostile Approach: 4/10
Deceptive Approach: 10/10
Guarded Approach: 6/10
Afraid Approach: 3/10
Friendly Approach: 8/10
Neutral Approach: 7/10

Victory Competitiveness: 6/10
Wonder Competitiveness: 6/10
Minor Civ Competitiveness: 12/10 (always maximum)
Boldness: 6/10
Diplo Balance: 12/10 (always maximum)
Warmonger Hate: 9/10
Denounce Willingness: 6/10
DoF Willingness: 9/10
Loyalty: 7/10
Neediness: 4/10
Forgiveness: 7/10
Meanness: 5/10

Ignore City-State: -1/10 (always minimum)
Friendly/Protect City-State: 12/10 (always maximum)
Bully City-State: -1/10 (always minimum)
Conquer City-State: 2/10


Sejong (Korea)
UA:
+1 Science from Specialists, increasing by +1 in Medieval, Industrial, and Atomic Eras. +30% Great People during Golden Ages, and +50 Golden Age Points when a Great Person is born, scaling with Era.
UB: Seowon
UU: Hwach'a
Spoiler :

War Approach: 3/10
Hostile Approach: 3/10
Deceptive Approach: 7/10
Guarded Approach: 6/10
Afraid Approach: 6/10
Friendly Approach: 8/10
Neutral Approach: 12/10 (always maximum)

Victory Competitiveness: 4/10
Wonder Competitiveness: 10/10
Minor Civ Competitiveness: 8/10
Boldness: 3/10
Diplo Balance: 10/10
Warmonger Hate: 10/10
Denounce Willingness: 4/10
DoF Willingness: 9/10
Loyalty: 9/10
Neediness: 3/10
Forgiveness: 4/10
Meanness: 2/10

Ignore City-State: 4/10
Friendly/Protect City-State: 8/10
Bully City-State: 5/10
Conquer City-State: 2/10


Shaka (The Zulus)
UA:
Melee and Gun Units cost 50% less maintenance, and all Units require 25% less Experience for Promotions. Your military is 50% more effective at intimidating City-States.
UB: Ikanda
UU: Impi
Spoiler :

War Approach: 12/10 (always maximum)
Hostile Approach: 9/10
Deceptive Approach: 7/10
Guarded Approach: 1/10
Afraid Approach: -1/10 (always minimum)
Friendly Approach: 5/10
Neutral Approach: 2/10

Victory Competitiveness: 10/10
Wonder Competitiveness: 2/10
Minor Civ Competitiveness: -1/10 (always minimum)
Boldness: 12/10 (always maximum)
Diplo Balance: 1/10
Warmonger Hate: 1/10
Denounce Willingness: 7/10
DoF Willingness: 5/10
Loyalty: 3/10
Neediness: 5/10
Forgiveness: 2/10
Meanness: 12/10 (always maximum)

Ignore City-State: 6/10
Friendly/Protect City-State: 2/10
Bully City-State: 12/10 (always maximum)
Conquer City-State: 8/10


Suleiman (The Ottomans)
UA:
Completing a Trade Route grants +150 Science and Food to the origin City if International, or Culture and Gold if Internal. Bonuses scale with Era.
UB: Siege Foundry
UU: Janissary
Spoiler :

War Approach: 8/10
Hostile Approach: 6/10
Deceptive Approach: 2/10
Guarded Approach: 5/10
Afraid Approach: 4/10
Friendly Approach: 8/10
Neutral Approach: 6/10

Victory Competitiveness: 9/10
Wonder Competitiveness: 7/10
Minor Civ Competitiveness: 8/10
Boldness: 7/10
Diplo Balance: 8/10
Warmonger Hate: 4/10
Denounce Willingness: 2/10
DoF Willingness: 7/10
Loyalty: 8/10
Neediness: 8/10
Forgiveness: 7/10
Meanness: 7/10

Ignore City-State: 5/10
Friendly/Protect City-State: 7/10
Bully City-State: 9/10
Conquer City-State: 3/10


Theodora (Byzantium)
UA:
Can always found a Religion, receives 1 Additional Belief when founding, and may select Beliefs present in other Religions. -15% Faith purchase costs, and may purchase unlocked Great People starting in the Classical Era.
UB: Basilica
UU: Cataphract
Spoiler :

War Approach: 3/10
Hostile Approach: 3/10
Deceptive Approach: 12/10 (always maximum)
Guarded Approach: 6/10
Afraid Approach: 3/10
Friendly Approach: 8/10
Neutral Approach: 5/10

Victory Competitiveness: 8/10
Wonder Competitiveness: 9/10
Minor Civ Competitiveness: 8/10
Boldness: 4/10
Diplo Balance: 9/10
Warmonger Hate: 8/10
Denounce Willingness: 8/10
DoF Willingness: 10/10
Loyalty: 5/10
Neediness: 9/10
Forgiveness: 7/10
Meanness: 6/10

Ignore City-State: 5/10
Friendly/Protect City-State: 8/10
Bully City-State: 8/10
Conquer City-State: 3/10


Washington (America)
UA:
All Military Land Units have +1 Sight. 50% discount when purchasing tiles, and tile purchases grant +20 Production, scaling with Era. May purchase tiles owned by other Civilizations.
UB: The Smithsonian (National Wonder)
UU: Minuteman
Spoiler :

War Approach: 6/10
Hostile Approach: 5/10
Deceptive Approach: 5/10
Guarded Approach: 7/10
Afraid Approach: 4/10
Friendly Approach: 7/10
Neutral Approach: 8/10

Victory Competitiveness: 10/10
Wonder Competitiveness: 4/10
Minor Civ Competitiveness: 8/10
Boldness: 8/10
Diplo Balance: 10/10
Warmonger Hate: 6/10
Denounce Willingness: 9/10
DoF Willingness: 8/10
Loyalty: 5/10
Neediness: 10/10
Forgiveness: 4/10
Meanness: 7/10

Ignore City-State: 3/10
Friendly/Protect City-State: 10/10
Bully City-State: 7/10
Conquer City-State: 4/10


William (The Netherlands)
UA:
+3 Culture and Gold for each different Luxury Resource you import or export from/to other Civilizations and City-States, scaling with Era. Can import duplicate Resources, and Major Civilization imports count towards Monopolies.
UI: Polder
UU: Sea Beggar
Spoiler :

War Approach: 2/10
Hostile Approach: 3/10
Deceptive Approach: 8/10
Guarded Approach: 6/10
Afraid Approach: 3/10
Friendly Approach: 10/10
Neutral Approach: 8/10

Victory Competitiveness: 5/10
Wonder Competitiveness: 4/10
Minor Civ Competitiveness: 10/10
Boldness: 6/10
Diplo Balance: 12/10 (always maximum)
Warmonger Hate: 8/10
Denounce Willingness: 3/10
DoF Willingness: 10/10
Loyalty: 6/10
Neediness: 8/10
Forgiveness: 8/10
Meanness: 9/10

Ignore City-State: 4/10
Friendly/Protect City-State: 10/10
Bully City-State: 6/10
Conquer City-State: 4/10


Wu Zetian (China)
UA:
Creating Great Works or gaining Cities grants "We Love the Empress Day", and +1 Gold and Food in all Cities. These bonuses decline by 50% every Era. +10% Food during "We Love the Empress Day."
UB: Paper Maker
UU: Chu-Ko-Nu
Spoiler :

War Approach: 6/10
Hostile Approach: 5/10
Deceptive Approach: 8/10
Guarded Approach: 7/10
Afraid Approach: 4/10
Friendly Approach: 4/10
Neutral Approach: 10/10

Victory Competitiveness: 12/10 (always maximum)
Wonder Competitiveness: 8/10
Minor Civ Competitiveness: 8/10
Boldness: 6/10
Diplo Balance: 8/10
Warmonger Hate: 9/10
Denounce Willingness: 10/10
DoF Willingness: 5/10
Loyalty: 4/10
Neediness: 9/10
Forgiveness: 5/10
Meanness: 9/10

Ignore City-State: 3/10
Friendly/Protect City-State: 9/10
Bully City-State: 5/10
Conquer City-State: 5/10
 
Last edited:
Those are very good numbers, but I feel like Maria I should have a higher war approach. Why is her approach for war lower than Nebuchadnezzar, when her UA gives GG and GA points, and Neb has less war bonuses?

About this in particular, I'd like to note that when looking at the approach biases you should generally compare them to each other, i.e. 7 War Approach vs. 3 Neutral approach, rather than to other leaders, due to how they're used in the code.

With the other flavors (Victory Competitiveness, Loyalty, etc.) the primary comparison is to other leaders.
 
Once again, I tried to not answer too quickly, but in the end I'm still first to participate. Sry @Recursive if my overenthusiasm in the beginning made other people grow uninterested by the thread.

Pls don't hesitate to criticize if you disagree.

Spoiler Tas d'chiffres, j't'invoque ! 'Pparaît steuplait ! :

Spoiler Pocatello :

Pocatello (Shoshone)

To me, the Shoshone are a great example of "defensive expansionist" civ that can later go a variety of ways. Because of this, I made so that the civ has very high boldness (so that it doesn't hesitate to settle a lot of build a defensive army) by quite low war approach. For the rest :
  • high VCompetitiveness because Shoshone bonus come very early and so the civ should need an adrenaline boost towards the end
  • low afraid and forgiveness and high warmonger hate in relation to Pocatello's personal life and constant tensions with the US
  • a more neutral/guarded approach means that he won't be easily befriended, but his high loyalty should mean that once you've gained his trust, he will stay your ally
  • concerning CStates, the fact that the civ like to expand means often that it has better means to pursue a diplomatic playstyle, so his diplo flavors were modified to take that into account

War Approach: 5/10
Hostile Approach: 4/10
Deceptive Approach: 5/10
Guarded Approach: 8/10
Afraid Approach: 3/10
Friendly Approach: 6/10
Neutral Approach: 8/10

Victory Competitiveness: 9/10
Wonder Competitiveness: 6/10
Minor Civ Competitiveness: 5/10
Boldness: 9/10
Diplo Balance: 7/10
Warmonger Hate: 8/10
Denounce Willingness: 7/10
DoF Willingness: 6/10
Loyalty: 9/10
Neediness: 6/10
Forgiveness: 2/10
Meanness: 5/10

Ignore City-State: 3/10
Friendly/Protect City-State: 7/10
Bully City-State: 6/10
Conquer City-State: 3/10


Spoiler Ramesses II :

Ramesses II (Egypt)

A builder, statesman and conqueror, Ramesses II is difficult to easily sum up. That said, some elements were quite obvious for the civ :
  • maximum WCompetitiveness, for obvious reasons
  • high VCompetitiveness because of how the civ power spike comes quite early
  • high neediness, diplo balance, warmonger hate and denounce willlingness in reference to how Egypt was both hostile to other local powers and willing to impose its domination on weaker states
  • medium values elsewhere, with a bit higher values toward an agressive playstyle (those war chariots should be used a bit)

War Approach: 7/10
Hostile Approach: 5/10
Deceptive Approach: 5/10
Guarded Approach: 8/10
Afraid Approach: 4/10
Friendly Approach: 5/10
Neutral Approach: 9/10

Victory Competitiveness: 9/10
Wonder Competitiveness: 12/10
Minor Civ Competitiveness: 5/10
Boldness: 7/10
Diplo Balance: 8/10
Warmonger Hate: 7/10
Denounce Willingness: 8/10
DoF Willingness: 5/10
Loyalty: 5/10
Neediness: 8/10
Forgiveness: 4/10
Meanness: 6/10

Ignore City-State: 5/10
Friendly/Protect City-State: 5/10
Bully City-State: 6/10
Conquer City-State: 6/10


Spoiler Ramkhamhaeng :

Ramkhamhaeng (Siam)

The most generalist of the diplomacy civs, Siam has the means to pursue almost any type of victory and become a powerhouse if left unchecked. Because of this last part, aside from the obvious maxed diplomacy flavors, I think a high warmonger hate is a good thing here (so that Ramkhamhaeng pushes back against the playstyle that is often the most efficient against him), but for the rest generalist stats seems best. The only notable mention is the fact that Ramkhamhaeng was known for his martial boldness during his youth, and so he shouldn't be afraid easily.

War Approach: 5/10
Hostile Approach: 4/10
Deceptive Approach: 8/10
Guarded Approach: 6/10
Afraid Approach: 2/10
Friendly Approach: 6/10
Neutral Approach: 7/10

Victory Competitiveness: 6/10
Wonder Competitiveness: 6/10
Minor Civ Competitiveness: 12/10
Boldness: 6/10
Diplo Balance: 7/10
Warmonger Hate: 9/10
Denounce Willingness: 7/10
DoF Willingness: 7/10
Loyalty: 5/10
Neediness: 6/10
Forgiveness: 4/10
Meanness: 5/10

Ignore City-State: -1/10
Friendly/Protect City-State: 12/10
Bully City-State: 2/10
Conquer City-State: -1/10


Spoiler Sejong :

Sejong (Korea)

Korea having more late-game version of Babylon's kit and a leader that is mostly known as an administrator and patron of science and art (although he didn't hesitate to conduct military campaigns sometimes), I think Sejong's flavors should tend toward a very statu-quo focused playstyle, where the idea is to maintain peace as much as possible and stay unnoticed as long as possible, until he can use his kit at its full efficiency and become a powerhouse late in the game.
Hence :
  • Low boldness, war and hostile approach
  • Maximum diplo balance
  • Very high warmonger hate
  • Low meanness (to not foster hate)
  • Very high victory competitiveness (to ensure he becomes assertive towards the end)
  • A bit of CS diplomacy (for the bonus and the way it complements his kit)

War Approach: 5/10
Hostile Approach: 3/10
Deceptive Approach: 7/10
Guarded Approach: 5/10
Afraid Approach: 5/10
Friendly Approach: 8/10
Neutral Approach: 7/10

Victory Competitiveness: 9/10
Wonder Competitiveness: 8/10
Minor Civ Competitiveness: 6/10
Boldness: 4/10
Diplo Balance: 12/10
Warmonger Hate: 9/10
Denounce Willingness: 7/10
DoF Willingness: 8/10
Loyalty: 9/10
Neediness: 5/10
Forgiveness: 5/10
Meanness: 2/10

Ignore City-State: 4/10
Friendly/Protect City-State: 7/10
Bully City-State: 5/10
Conquer City-State: 2/10


Spoiler Shaka :

Shaka (Zulus)

Aggro overdrive ! All the Zulu kit is geared toward military prowess, and so Shaka should never hesitate to expand, exploit, exterminate and xbully city-states. The fact that his military campaigns helped continue the long crisis of the XIXth century in Southern Sough-Africa (theory of the Mfecane) and that his reign made warfare in the region much more brutal and in the end surely participated in the quick downfall of the Zulu empire make the idea of making Shaka an "4Xcessive warmonger" even more fitting.

War Approach: 12/10
Hostile Approach: 8/10
Deceptive Approach: 7/10
Guarded Approach: 5/10
Afraid Approach: -1/10
Friendly Approach: 5/10
Neutral Approach: 3/10

Victory Competitiveness: 10/10
Wonder Competitiveness: 4/10
Minor Civ Competitiveness: 4/10
Boldness: 12/10
Diplo Balance: 3/10
Warmonger Hate: 2/10
Denounce Willingness: 7/10
DoF Willingness: 5/10
Loyalty: 6/10
Neediness: 9/10
Forgiveness: 2/10
Meanness: 12/10

Ignore City-State: 6/10
Friendly/Protect City-State: 5/10
Bully City-State: 12/10
Conquer City-State: 8/10


Spoiler Suleiman :

Suleiman (Ottomans)

What I find the most interesting in the Ottoman kit is that mix of strong economic bonus incentivizing you to maintain secure trade routes on one hand (UA) and the offensive/siege-focus of the UCs. When mixed with elements coming from Suleiman's reign, you find as a result a generalist civilization with conquest tendencies (high war approach and victory competitiveness) but only 7 boldness (for the civ needs time to really become powerful) and the will to quickly make peace once it has gained what it wanted (so high diplo balance).

War Approach: 8/10
Hostile Approach: 6/10
Deceptive Approach: 3/10
Guarded Approach: 5/10
Afraid Approach: 4/10
Friendly Approach: 6/10
Neutral Approach: 7/10

Victory Competitiveness: 9/10
Wonder Competitiveness: 6/10
Minor Civ Competitiveness: 6/10
Boldness: 7/10
Diplo Balance: 8/10
Warmonger Hate: 5/10
Denounce Willingness: 6/10
DoF Willingness: 6/10
Loyalty: 7/10
Neediness: 8/10
Forgiveness: 5/10
Meanness: 7/10

Ignore City-State: 5/10
Friendly/Protect City-State: 7/10
Bully City-State: 4/10
Conquer City-State: 7/10


Spoiler Theodora :

Theodora (Byzantium)

Once again a generalist civ, this time with a religion-focused kit. For the notable elements :
  • High diplo balance and warmonger hate and medium boldness since the civ takes time to warm up and so is vulnerable to early aggression
  • Very high deceptive approach in reference to the excessive complexity of the Byzantine diplomacy and administration. Mixed with high friendly approach, that means you will rarely know what Theodora truly thinks (like Enrico Dandolo, which is quite funny)
  • Low afraid approach, related to how Theodora was reportedly the one convincing Justinian to stay in Byzantium despite the danger during the Nika riots
  • High victory competiviveness, to compensate for the weakening of faith-based bonuses during the last part of the game

War Approach: 5/10
Hostile Approach: 4/10
Deceptive Approach: 9/10
Guarded Approach: 6/10
Afraid Approach: 3/10
Friendly Approach: 7/10
Neutral Approach: 5/10

Victory Competitiveness: 8/10
Wonder Competitiveness: 7/10
Minor Civ Competitiveness: 6/10
Boldness: 6/10
Diplo Balance: 9/10
Warmonger Hate: 9/10
Denounce Willingness: 8/10
DoF Willingness: 7/10
Loyalty: 6/10
Neediness: 7/10
Forgiveness: 7/10
Meanness: 5/10

Ignore City-State: 5/10
Friendly/Protect City-State: 5/10
Bully City-State: 5/10
Conquer City-State: 5/10


Spoiler Washington :

Washington (America)

I'm a bit conflicted on how to approach Washington (mainly for the reasons I already exposed in the "America" thread). America as a civ tends to be considered to be one of the most obnoxious neighbours to have in the game, and I would like to keep that idea (so high boldness, war approach, denounce willingness and neediness), but at the same time Washington was far more of a pragmatist concerning foreign policy it seems (pls correct me if wrong), so having very high diplo balance seems logical (plus, it helps America go the cultural/scientific route). For the rest, a generalist profile seems good enough.

War Approach: 7/10
Hostile Approach: 5/10
Deceptive Approach: 5/10
Guarded Approach: 6/10
Afraid Approach: 4/10
Friendly Approach: 6/10
Neutral Approach: 7/10

Victory Competitiveness: 8/10
Wonder Competitiveness: 7/10
Minor Civ Competitiveness: 5/10
Boldness: 8/10
Diplo Balance: 10/10
Warmonger Hate: 9/10
Denounce Willingness: 8/10
DoF Willingness: 7/10
Loyalty: 5/10
Neediness: 9/10
Forgiveness: 4/10
Meanness: 6/10

Ignore City-State: 5/10
Friendly/Protect City-State: 8/10
Bully City-State: 5/10
Conquer City-State: 5/10


Spoiler William :

William (Netherlands)

The only diplomatic civ focused not on CStates but on major civs relations, the Netherlands should be the most zealous proponent of peace and status quo. At the same time, it shouldn't mean the civ can be bullied effortlessly, and Dutch brutality in the East Indies and against their opponents during the XVIIth century is quite well known (not that it meant it wasn't the case on both sides). As a result :
  • High deceptive/friendly approaches (Dandolo style), and very low war/hostile approaches
  • Very low afraid approach (a reference to how the Eighty Years War)
  • Maximum diplo balance
  • High meanness (if you've made a enemy of William, he will make you pay)
  • Low loyalty and medium-low DoF/Denounce Willingness, to keep the civ's diplomacy fluid

War Approach: 3/10
Hostile Approach: 4/10
Deceptive Approach: 8/10
Guarded Approach: 6/10
Afraid Approach: 2/10
Friendly Approach: 8/10
Neutral Approach: 7/10

Victory Competitiveness: 6/10
Wonder Competitiveness: 6/10
Minor Civ Competitiveness: 8/10
Boldness: 6/10
Diplo Balance: 12/10
Warmonger Hate: 8/10
Denounce Willingness: 4/10
DoF Willingness: 5/10
Loyalty: 4/10
Neediness: 8/10
Forgiveness: 5/10
Meanness: 8/10

Ignore City-State: 4/10
Friendly/Protect City-State: 7/10
Bully City-State: 5/10
Conquer City-State: 4/10


Spoiler Wu Zetian :

Wu Zetian (China)

Wu Zetian herself was an intriguing character in Chinese history, but I think that the Chinese concept of "Middle Kingdom" is a far more interesting concept to use in order to make what is quite a generalist civ a bit more interesting :
  • Very high competitiveness accross the board to make China always a willing contender in games, and so push the civ for a more active role
  • High neutral approach, since China is more inward focused
=> As such, China will be very rival-focused : it will ignore most civs but will be far more hostile toward the most powerful empires.
  • High warmonger hate, to make sure the civ properly recognize military threats (since most of its bonus are based on gaining a keeping strong cities, defending them is even more important) + hate of warring "barbarians"
  • Tendency for CState diplomacy, since the civ's kit helps a lot in that domain (gold from UA, tendency for expansion)

War Approach: 6/10
Hostile Approach: 5/10
Deceptive Approach: 6/10
Guarded Approach: 7/10
Afraid Approach: 4/10
Friendly Approach: 5/10
Neutral Approach: 10/10

Victory Competitiveness: 12/10
Wonder Competitiveness: 8/10
Minor Civ Competitiveness: 8/10
Boldness: 6/10
Diplo Balance: 8/10
Warmonger Hate: 9/10
Denounce Willingness: 7/10
DoF Willingness: 5/10
Loyalty: 5/10
Neediness: 7/10
Forgiveness: 4/10
Meanness: 5/10

Ignore City-State: 3/10
Friendly/Protect City-State: 8/10
Bully City-State: 5/10
Conquer City-State: 4/10
 
Last edited:
If William is going to stay diplomatically fluid, and effectively deal on both sides, shouldn't he have low loyalty and high forgiveness?
 
Once again, I tried to not answer too quickly, but in the end I'm still first to participate. Sry @Recursive if my overenthusiasm in the beginning made other people grow uninterested by the thread.

Pls don't hesitate to criticize if you disagree.

No need to apologize, I appreciate your suggestions! :)

I do wish there were other contributors, but life is busy and whatnot, there are many reasons why not and I'm not going to make assumptions. IF they're not participating because of your suggestions, though, that's honestly on them, not on you. All feedback is welcome and where there were multiple suggestions, I've considered all of them when developing the list.

It could also be because of my approach in dividing them into relatively large groups or not enough time, perhaps people were overwhelmed by the task, although my intent was to simplify it.

Nevertheless, I'm confident that even working with very few suggestions on these last two groups, we'll end up with a decent set of flavors, and if anyone wants to contribute ideas afterwards, they'll be able to as well.
 
May I piggyback this thread to get input on what the new diplo flavors should be on my custom civs? I still don't really get all the ins and outs of the system you are implementing, and could probably use the help
 
May I piggyback this thread to get input on what the new diplo flavors should be on my custom civs?

I'd have no problem with that once all the vanilla leaders are finished in a few days.

Note that I removed the SQL code that overrode and replaced those flavors for custom civs, so the diplo flavors you specify in the XML should carry over properly. Not entirely sure why that was added X time ago.

Non-diplo flavors are still replaced for the time being, though, as follows:
Code:
UPDATE Leaders SET Personality = 'PERSONALITY_CONQUEROR' WHERE Type = NEW.Type; -- basic default

UPDATE Leaders SET Personality=CASE
WHEN (DoFWillingness >= 7 OR Loyalty >= 7) THEN 'PERSONALITY_COALITION'
WHEN (DiploBalance >= 7 OR MinorCivCompetitiveness >= 7) THEN 'PERSONALITY_DIPLOMAT'
WHEN (Loyalty <= 3 OR WonderCompetitiveness <= 3) THEN 'PERSONALITY_EXPANSIONIST'
ELSE Personality END
WHERE Type = NEW.Type;

Then based on whichever one is picked, they're given a set of flavors in LeaderFlavors.sql...I was hesitant to change this as it's outside the realm of diplomacy and I don't know why it was done.
 
On second thought, it'd probably be better to create a thread in the Mods Repository, so anyone else who designs custom civs for VP can also use that thread for the same purpose.
 
I honestly have tried to partake in this thread, but I just struggle to understand how those numbers work (beyond that 1 in Hostile means this leader would never get angry with you), nor how to distribute them beyond extremes. So the best I can offer is some insight on how a given leader behaved IRL, which Hinin already does with greater accuracy than I could manage lol

I will say, though, that when looking up Pocatello's info, he did conduct raids on settlers, so I guess that gives him a slight tendency to war. Which would also make sense for the Shoshone's expansive gameplan; taking out anyone who'd dare forward settle his territory. And I would personally increase Wu Zetian's Deceptiveness to an 8 if not maxed out, cause the real deal was an exceptionally shrewd manipulator. I'm also inclined to suggest Washington have some warring tendencies since he was a general before becoming president (even if he wasn't the most competent military leader). And even then, he could only become president by successfully beating England in war.

EDIT- Having just looked up more on Washington, apparently he was a more effective spymaster than general. Too bad America doesn't have any bonuses to spies lol
 
Last edited:
I honestly have tried to partake in this thread, but I just struggle to understand how those numbers work (beyond that 1 in Hostile means this leader would never get angry with you), nor how to distribute them beyond extremes. So the best I can offer is some insight on how a given leader behaved IRL, which Hinin already does with greater accuracy than I could manage lol

I will say, though, that when looking up Pocatello's info, he did conduct raids on settlers, so I guess that gives him a slight tendency to war. Which would also make sense for the Shoshone's expansive gameplan; taking out anyone who'd dare forward settle his territory. And I would personally increase Wu Zetian's Deceptiveness to an 8 if not maxed out, cause the real deal was an exceptionally shrewd manipulator. I'm also inclined to suggest Washington have some warring tendencies since he was a general before becoming president (even if he wasn't the most competent military leader). And even then, he could only become president by successfully beating England in war.

EDIT- Having just looked up more on Washington, apparently he was a more effective spymaster than general. Too bad America doesn't have any bonuses to spies lol

Thank you for the feedback!

Also you don't need to worry too much about the exact distribution, you can give your ideas and I'll take into account your intention.

In any case, as today is the end of the thread, I'll post a new thread with the full list of all leaders and their diplomacy flavors after selecting the last group's flavors.

That should hopefully provide more of a base to work off of if the community has any further suggestions. :)
 
The Diplomacy Flavors Rework is now complete. A big thank you to everyone who provided suggestions, and a special shoutout to @Hinin for his extreme dedication to participating here. :)

Suggestions for Group 4 are now closed; a new thread will be opened for subsequent feedback. Based on the suggestions given, I have chosen flavors for the last 10 AI leaders, which I have posted here.

A follow-up thread of some kind will be posted soon.

n.b. With William, I liked the idea of high fluidity in diplomacy, but maximum trade loyalty is essential to his UA, so I simply added an exception in the code so that he always has maximum trade loyalty. Also, I reduced Gandhi's war fervor since it proved a little too high in testing, and bumped up his DoF Willingness/Loyalty. And I reduced Attila's Diplo Balance to -1.

He might still go insane in the endgame if you let him near the Uranium, though...
 
Last edited:
He might still go insane in the endgame if you let him near the Uranium, though...

By the way, is there a way to desactivate nuclear Gandhi ? I'm all for the memes, but this one in particular I'm not a fan.

With William, I liked the idea of high fluidity in diplomacy, but maximum trade loyalty is essential to his UA, so I simply added an exception in the code so that he always has maximum trade loyalty.

This "exception in the code" makes me think about what you talked about a while back about special diplomatic traits for leaders (for example, extreme agression from Suleiman when your capital city is adjacent to his territory). I'm well aware that you won't have as much time in the future (for more important things are calling you now), but do you think this idea you had is still feasible, so that we could at least begin to think about it ?

Anyway, thank you once again for having provided such an opportunity to talk about leader AI flavor : I'm quite well known for talking too much, but in this case it may have been a good thing. ;)

N.B. : Maybe putting the deceptive approach at 12 for Enrico Dandolo could be more logical since we've done this for Theodora (we were maybe a bit too prudent at the beginning)
 
By the way, is there a way to desactivate nuclear Gandhi ? I'm all for the memes, but this one in particular I'm not a fan.



This "exception in the code" makes me think about what you talked about a while back about special diplomatic traits for leaders (for example, extreme agression from Suleiman when your capital city is adjacent to his territory). I'm well aware that you won't have as much time in the future (for more important things are calling you now), but do you think this idea you had is still feasible, so that we could at least begin to think about it ?

Anyway, thank you once again for having provided such an opportunity to talk about leader AI flavor : I'm quite well known for talking too much, but in this case it may have been a good thing. ;)

Yes. If you want to heartlessly reject the legacy of Sid Meier by keeping Gandhi reasonably diplomatic, there's an option near the beginning of DiploAIOptions.sql. :p

You're welcome, I enjoyed this as well.

I am indeed thinking of reviving that idea OR creating a new thread for the non-diplo flavors OR both. Any suggestions are welcome.
 
Top Bottom